#pragma once
CLASS(Fireball, Weapon)
-/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
+/* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball");
+/* ammotype */ //ATTRIB(Fireball, ammo_type, int, RES_NONE);
/* impulse */ ATTRIB(Fireball, impulse, int, 9);
/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
#ifdef GAMEQC
/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
+/* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
ENDCLASS(Fireball)
REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
+SPAWNFUNC_WEAPON(weapon_fireball, WEP_FIREBALL)
+
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;